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Question by Saix_93 · Aug 25, 2018 at 04:56 PM · c#physicsrigidbodyjitterstutter

Stuttering with moving Rigidbody

Hi! My name is Raúl. First of all, sorry for my english.

I am getting a lot of stuttering when moving my character with rigidbody.MovePosition. I have tried changing the "interpolate" property of the rigidbody to Interpolate and extrapolate, but behaves the same.

My Fixed Timestep is 0.02 (default), if I get this value down, the stuttering stops, but I don't want to use this method because I have to turn the value VERY low to work.

I am using Unity 2018.2

You can see the problem in this videos:

https://www.youtube.com/watch?v=g31P70LFYMc

https://www.youtube.com/watch?v=lEMQtbfS1Fk

The videos are recorded at 60fps but my display is 144Hz and it makes it a lot more noticeable. The first example is a simple Unity camera and the second one is the Cinemachine freelook camera, this one is specially bad.

This is my code for the player movement:

 void FixedUpdate()
     {
         rb.MovePosition(rb.position + this.transform.forward * inputMagnitude * speed * Time.fixedDeltaTime);
     }
 
     void Update()
     {
         // Checks if the player is grounded
         isGrounded = Physics.CheckSphere(groundChecker.position, groundDistance, groundLayerMask, QueryTriggerInteraction.Ignore);
 
         // Setup for movement
         if (isGrounded)
         {
             inputs = Vector3.zero;
             inputs.x = GamePad.GetAxis(CAxis.LX);
             inputs.z = GamePad.GetAxis(CAxis.LY);
 
             if (isCrouching)
             {
                 inputs /= 2;
             }
 
             inputMagnitude = inputs.magnitude;
 
             animator.SetFloat("zSpeed", inputMagnitude);
 
             if (mainCamera.isActiveAndEnabled) inputs = mainCamera.transform.TransformDirection(inputs);
 
             inputs.y = 0;
 
             // Rotation changing the forward
             if (inputs != Vector3.zero)
             {
                 this.transform.forward = inputs;
             }
         }
     }

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avatar image eses · Aug 25, 2018 at 05:07 PM 0
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Where do you move your camera? Update, FixedUpdate or LateUpdate?

Check this out, unless you already tried this: https://docs.unity3d.com/ScriptReference/$$anonymous$$onoBehaviour.LateUpdate.html

avatar image Saix_93 eses · Aug 25, 2018 at 05:11 PM 0
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The thing is that the first camera is not moving and the second one is Cinemachine's Freelook.

I have tried changing the Update property in the Cinemachine Brain to FixedUpdate, LateUpdate and leaving it in SmartUpdate and it behaves the exact same way.

avatar image Ermiq · Aug 25, 2018 at 07:15 PM 0
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You say your fixed time is set to 0.2. If it's not a typo, then you should change it to default fixed time setting which is 0.02 actually.

avatar image Saix_93 Ermiq · Aug 25, 2018 at 07:48 PM 0
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I'm sorry, you are absolutely right, it is 0.02, I will correct the typo.

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Answer by Saix_93 · Aug 26, 2018 at 10:00 PM

Hi again! I have tried the following:

I have disabled the Auto Simulation in the project settings in Edit > Project Settings > Physics. I moved the part of the code that handles the character movement and rotation to Update and make a call to Physics.Simulate().

This solutions seems to get rid of the stuttering problem, but for some reason, the gravity seems to be doubled when i pass 0.02f to the Physics.Simulation function. (If I pass 0.01f it works fine)

Any ideas why is this happening?

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